Unofficial mod updates

Pathoschild

Planter
I spend some time and could reproduce the issue.
Ifixed it and tested with a few saves and settings, so I hope its fixed now.

additionally the Infomessages only appear if the coops/barns have been opened/closed. before the messages also appeared if the wouldnt have been any of them.
Thanks! Here's the same update, but I fixed the version number convention to avoid breaking update alerts for the official mod.
 

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Pathoschild

Planter
I took a crack at Omni-Tools. I don't use this mod myself so I'm not sure how well it works, but it seems to work for me...

Happy to take a look at feedback -- please leave it in NexusMods!


Pull request here: https://github.com/aedenthorn/StardewValleyMods/pull/119

Edit: changelog:
  • 2024-03-23, 1.0.3-unofficial: Fix older save files. Also, now uploading Debug binaries -- the Release ones weren't working before.
  • 2024-03-23, 1.0.2-unofficial: Fix pans not keeping their upgrade level.
  • 2024-03-22, 1.0.1-unofficial: Fix scythes and weapons not saving correctly.
Thanks! Here's the same update, but I fixed the version number convention to avoid breaking update alerts for the official mod.
 

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Pathoschild

Planter
Unofficial updates for:
Bed Tweaks - https://www.nexusmods.com/stardewvalley/mods/10023
Changes: - https://github.com/aedenthorn/StardewValleyMods/pull/123
- Compatibility with 1.6
- Generates textures at game launch, rather than editing bed rendering
- Config updates will only be reflected upon game restart
- Removes ability to adjust opacity
- I plan to add this back when I have time. Probably sometime next week


[...]

Custom Spouse Rooms - https://www.nexusmods.com/stardewvalley/mods/10029
Changes: - https://github.com/aedenthorn/StardewValleyMods/pull/125
- Compatibility with 1.6
- To avoid an error, only updates spouse rooms on save load
- If you propose to an npc, you must exit to menu and then reload the save for their room to show up
- Before this change, proposing to an npc and then entering the house just crashed the game
Thanks! Here are the same updates, but I fixed the version number convention to avoid breaking update alerts for the official mods.
 

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fristopher

Greenhorn
If the person that updated Immersive Shane is still here, hey, bug report.
The gridball event (9581348) is currently bugged. People spawn in the mountain and they all get stuck. SMAPI says this:
[game] Event '9581348' has command 'move farmer 0 -4 0 rue' which couldn't be parsed: optional index 5 has value 'rue', which can't be parsed as a boolean.
Could access it only by deleting the whole event from the PottyMouth.json, don't know if Clean is affected too.
And the dialogue that is supposed to play while he's working at the JojaMart isn't playing, instead get the (I guess) default "What, you're gonna bother me at work now too?". And the other dialogue that I've managed to trigger was seemingly vanilla too.
you should probably directly reply to one of their messages on here, otherwise they probably won’t see it
 

RTSfire927

Farmhand
https://smapi.io/log/4cb06e3e910e49b8838904536f4d8440

when you click the plus icons nothing pops up..
As far as I can tell its becuase the you have character mods which are not updated, so they don't provide data back correctly (returns null) when deluxe journal requests all the NPCs. I have updated the mod to ignore characters and items where the data is incomplete. Please find attatched a version that should work. Lemme know if it fixes
 

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ninaplaysagame

Newcomer
Question: is there some kind of tutorial or walkthrough for converting BFAV to CP? I can't seem to find any actual guide for this, and I've got a few BFAV mods I had made for my own use that I'd like to translate to CP so I can keep using them. I've been going through a few of the new CP livestock mods to see if I couldn't puzzle it out, but nothing's really making sense to me just from a glance. I know someone made a converter program, and I've tried that, but it doesn't seem to work for me, so doing it on my own seems to be my only option.

I'd really appreciate any help anyone could give me.
 

Luxian

Tiller
Question: is there some kind of tutorial or walkthrough for converting BFAV to CP? I can't seem to find any actual guide for this, and I've got a few BFAV mods I had made for my own use that I'd like to translate to CP so I can keep using them. I've been going through a few of the new CP livestock mods to see if I couldn't puzzle it out, but nothing's really making sense to me just from a glance. I know someone made a converter program, and I've tried that, but it doesn't seem to work for me, so doing it on my own seems to be my only option.

I'd really appreciate any help anyone could give me.
i can do the converter but idk how to add the items if it adds items! which ones were you looking for?
 

Pathoschild

Planter
Here's Enemy Health Bars by Speeder, updated for Stardew Valley 1.6 by JoXW. This reupload just fixes the version number convention to avoid breaking update alerts for the official mod.

----

This is temporarily broken due to a bug fixed in the upcoming SMAPI 4.0.5. To fix it:
  1. In your game folder, open smapi-internal/metadata.json in a text editor.
  2. Search for Speeder.HealthBars and delete these lines:
    Code:
    "Enemy health Bars": {
        "ID": "Speeder.HealthBars",
        "~1.9.1 | Status": "AssumeBroken",
        "~1.9.1 | StatusReasonDetails": "causes runtime errors"
    },
 

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Question: is there some kind of tutorial or walkthrough for converting BFAV to CP? I can't seem to find any actual guide for this, and I've got a few BFAV mods I had made for my own use that I'd like to translate to CP so I can keep using them. I've been going through a few of the new CP livestock mods to see if I couldn't puzzle it out, but nothing's really making sense to me just from a glance. I know someone made a converter program, and I've tried that, but it doesn't seem to work for me, so doing it on my own seems to be my only option.

I'd really appreciate any help anyone could give me.
Hello ! i just found that, don't know if that can help you (i didn't try)

https://www.nexusmods.com/stardewvalley/mods/20986
 

kanadeyoru

Cowpoke
As far as I can tell its becuase the you have character mods which are not updated, so they don't provide data back correctly (returns null) when deluxe journal requests all the NPCs. I have updated the mod to ignore characters and items where the data is incomplete. Please find attatched a version that should work. Lemme know if it fixes
is this fork based on the beta 1.1.0 or is it based on the stable 1.0.3 version?
 

Pathoschild

Planter

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FlyingTNT

Farmhand
Unofficial update for:
Seed Information - https://www.nexusmods.com/stardewvalley/mods/15754

THIS UPDATE HAS BEEN MOVED TO NEXUS (here)

I plan to do at least one more update for this (info in spoiler): Edit: implemented in version 3.
I saw that there is a new dehydrator in 1.6. I would like to add those outputs to the display too. However, there isn't much room, and I see a couple options:
1. Choose something to not display dynamically, like the cheapest one or some other metric
2. Adding a config option to choose one not to display
3. Displaying them all
4. Adding a config option for each thing (base, keg, jar, dehydrator), and letting the player choose which to display (could select all or two or none...). The display would resize so that as you selected fewer, each icon would get larger.
I would like to know what you all think is best. Personally, I prefer number 4.

Additionally, I haven't actually played 1.6 except to test mods - I only found the dehydrator because I saw dried mushrooms in the game files, so if there are any other changes that would be relevant to this mod, please let me know. Thanks!

Changes: https://github.com/aedenthorn/StardewValleyMods/pull/137
I'm only going to list the changes that should be visible to players here. See the pull request for a list of technical changes.

Version 1:
- Compatibility for 1.6
- Adds a config option for flowers' keg outputs to display as mead (rather than displaying nothing)
Version 2:
- Fix issue where certain modded crops' data was not shows
Version 3:
- Add support for the dehydrator
- Add config options to allow the individual enabling and disabling of crop, keg, preserve jar, and dehydrator data
- Add a config option to choose whether to divide dehydrator outputs by five to account for the fact that they take five inputs
- Remove a bug where the text for 'no fertilizer necessary' and 'no fertilizer can work' would show error text, rather than the translations
- Add support for the new colored artisan goods
- Add a Portugese translation, by kanadeyoru on Nexus Mods
- Add a Spanish translation, by yours truly :)
 

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